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Building a multi-goal encounter
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7300625" data-attributes="member: 82106"><p>OK, here's my spin on it. Use combat mechanics as the baseline, but translate some of it into the skill check dimension. So, for instance, the portal is closed by disabling/destroying various objects located at strategic points on the battlefield. These items can be dealt with via an appropriate skill check. Perhaps one requires an Athletics check to knock over the obelisk, and another an Endurance check to reach into the fire and pull out the red hot medallion (bonus points, you get a mark burned into your hand!). Etc. This would be arranged so that it takes say 4 'hits' to 'kill' the gate, which itself spews out some sort of damaging effect every round and is counted as basically a monster in the XP budget. </p><p></p><p>As for the wizard, 'killing' him achieves success there, but again you could allow some skill checks to help you along. So maybe damaging the wizard's teleport circle does some damage to him (say a surge worth), and that can be achieved via Arcana, Acrobatics, etc. Overall its pretty much a combat and the PCs can decide what order to do things in as they see fit, and you don't need to exercise a huge amount of thought on just exactly how to make each course of action feasible yet not too easy nor harder than simply hacking on the problem.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7300625, member: 82106"] OK, here's my spin on it. Use combat mechanics as the baseline, but translate some of it into the skill check dimension. So, for instance, the portal is closed by disabling/destroying various objects located at strategic points on the battlefield. These items can be dealt with via an appropriate skill check. Perhaps one requires an Athletics check to knock over the obelisk, and another an Endurance check to reach into the fire and pull out the red hot medallion (bonus points, you get a mark burned into your hand!). Etc. This would be arranged so that it takes say 4 'hits' to 'kill' the gate, which itself spews out some sort of damaging effect every round and is counted as basically a monster in the XP budget. As for the wizard, 'killing' him achieves success there, but again you could allow some skill checks to help you along. So maybe damaging the wizard's teleport circle does some damage to him (say a surge worth), and that can be achieved via Arcana, Acrobatics, etc. Overall its pretty much a combat and the PCs can decide what order to do things in as they see fit, and you don't need to exercise a huge amount of thought on just exactly how to make each course of action feasible yet not too easy nor harder than simply hacking on the problem. [/QUOTE]
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